Snalec's Forum Posts

  • Thanks for your reply!

    Would it work if I took my player sprite and made all his sprites and hitboxes the same size? I'm at the very end of this project. It'd be a lot to reconfigure the player to be pinned to a collision sprite at this point. I'll remember that for future projects though.

    Thanks again

  • Hello.

    I'm working on an attack for a boss where jump through platforms move up and down and loop around the screen. I'm using the 8-directional movement for the platforms.

    Whenever the player jumps on a platform that's moving down, they go into a glitchy state where I think they are falling and standing at the same time. When the player jumps on a platform moving up, they seem to stay on it for a split second and then fall back through it (I thought that might be due to a fall though event somewhere but I looked and it's not)

    I looked at some tutorials and they seem to use the sine behavior for moving platforms. I tried that and I still have the same issues.

    How do you guys do vertically moving platforms? Is there something I'm missing?

    Thanks

  • Cool. Mine's at 57.6mb so it looks like it'll be okay. Thanks so much for your help!

  • I split him up and added some placeholder animations to approximate how many frames will be there when I have the final animations in.

    Is there a way to check vram in debug mode? I don't know if GPU is relevant at all, but it's hovering around 1% and there isn't any lag which is good.

  • Thanks! I'll split him up and see how that goes.

  • Thanks for your reply!

    The boss is going to be realistic compared to everything else. I made a miniature that I'm taking pictures of.

    I hadn't really thought of a target resolution. This probably isn't how you're supposed to do it, but my viewport size for most of the game is 128 x 96 pixels. For the final boss I used set canvas size and multiplied the size by 8.

    What would happen when too much memory is used? Would that lag out the game?

    The boss doesn't really move all that much. I might be able to separate some of his pieces, so that when his cape animates the body isn't repeated in the frame. I'm not sure how much of a difference that will make though.

  • Hello!

    I'm working on the final boss of my game. Most of my game's sprites are really small. My main character is only 8 pixels wide and 16 tall. I'm wanting to make the final boss really big though, he'll probably be about 617 pixels tall and 788 wide, and, since he's bigger, he'll need more frames of animation for his movements.

    I don't really know too much about file sizes. With one frame of the boss in, my c3p file is 50,366 kb.

    I'm not sure what I should be going for file size-wise. What's the average size of a game in Construct 3? Are there any reasons, besides increasing the file size, like lag or loading times that might come from having a bunch of sprites that size?

    This is probably kind of a silly question, but I haven't really dealt with big sprites before.

  • Three months later this game is finally finished! Here's a link if you want to try it out: https://snalec.itch.io/thumb-defense

    I learned a lot about Construct 3 working on this project. The game itself didn't take too long, but it was my first time dealing with menus and unlockables, which all took much longer to figure out then I thought.

    Hope you enjoy it!

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  • Yeah. Someone to handle all the marketing is what I'd be looking for.

    At least from the research I've done, there are plenty of publishers that encourage indies to pitch games to them. A lot of the ones I've looked at have a page of their site dedicated to it.

    I figure it's worth a shot. I've picked a list of publishers to send to that are a bit smaller and have a catalogue of games similar to the one I'm pitching to them. It might not go anywhere, but I figure there's no harm in trying.

    My game was built with monetization in mind. It's got cosmetics that can be unlocked through playing the game, or more quickly through ads and in-app purchases. I really dislike that kind of stuff, but that's just how mobile games are I guess.

  • Okay. Thank you!

  • I have thought about self publishing. However, even though a publisher would take a cut of the game's profit, I feel like the exposure they could give the game through better marketing would be worth it.

  • Thanks! You too (:

  • I've been working on a mobile game for a few months and the game is to a point now that I am starting to look into mobile game publishers. I've been using these websites as a guide on how to reach out to publishers, but I still have some questions after taking a look at them.

    https://instabug.com/blog/mobile-game-publisher/

    http://stormwatchgames.com/how-to-get-a-publisher-for-your-mobile-game/

    Is there anything I should be concerned about in regards to Construct 3? Looking at displaying ads, it seems Construct 3 can only use AdMob. Would that be a problem for some publishers?

    Some websites suggest sending publishers an Apple Testflight link so that they can demo your game. However, I don't have an Apple device so I can't set that up. Would it be safe/professional to send publishers an APK of the game?

    Both the websites I linked to suggest giving the publishers a release date for the game. My game is pretty much done, except for monetization and whatever suggestions a publisher would give me, but I'd be kind of worried putting a release date on it because I'm sure all sorts of things could go wrong and it could get pushed back. Is giving a release date a necessity? If so, what logic should I use to pick one?

    If anyone else has any other advice on sending to publishers I'd love to hear it.

    Thanks!

  • When you're on the arcade homepage, there's a tab with options on the left. If you scroll down there is an option that says "My Games." Maybe try looking there. I have a game that's six years old and it's still there.